@Evelyn - I actually think if diminishing returns get implemented in isolation that the build that would benefit most would be hybrids. Right now one of the most major controls on a hybrid's power is that you have to balance between strength and int with neither helping both of your functions all that much. If int is relevant to melee, and strength relevant to magic hybrids get stronger as a build.
Still, I think if hybrids are too powerful there are other ways to go about balancing them. The issue is diminishing returns are an absolute must-have for any semblance of racial balance or variety of builds within a race. MO1 spent over 10 years trying to balance races without them and while they managed to make small headway, the gains they made were moderate and insufficient to put it generously. They are an industry-standard in games from tabletop D&D to most other MMOs for a reason.
Because if there is never a point that the barbarian's strength costs many times as much potential wisdom, all barbarians will be max strength, and if half-orc is the race with the highest strength cap, literally everyone whose a barbarian plays a half-orc. As with the D&D example, half-orc barbarian with min-maxed strength IS an incredibly popular build choice. But actual valid arguments can be made as to why not going 20 strength and instead investing those points in other stats is smart. For instance, I would usually have 12 int on a paladin so I could be more of a party-face despite int being considered a bottom tier paladin stat. No such argument can be made for MO1 or the system they now have for MO2. Strength is simply better as a melee fighter and you're kind of a fool if you drop a single point of it for Int or Phy.
Still, I think if hybrids are too powerful there are other ways to go about balancing them. The issue is diminishing returns are an absolute must-have for any semblance of racial balance or variety of builds within a race. MO1 spent over 10 years trying to balance races without them and while they managed to make small headway, the gains they made were moderate and insufficient to put it generously. They are an industry-standard in games from tabletop D&D to most other MMOs for a reason.
Because if there is never a point that the barbarian's strength costs many times as much potential wisdom, all barbarians will be max strength, and if half-orc is the race with the highest strength cap, literally everyone whose a barbarian plays a half-orc. As with the D&D example, half-orc barbarian with min-maxed strength IS an incredibly popular build choice. But actual valid arguments can be made as to why not going 20 strength and instead investing those points in other stats is smart. For instance, I would usually have 12 int on a paladin so I could be more of a party-face despite int being considered a bottom tier paladin stat. No such argument can be made for MO1 or the system they now have for MO2. Strength is simply better as a melee fighter and you're kind of a fool if you drop a single point of it for Int or Phy.
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